public GLHardwareIndexBuffer( HardwareBufferManagerBase manager, IndexType type, int numIndices, BufferUsage usage, bool useShadowBuffer )
: base( manager, type, numIndices, usage, false, useShadowBuffer )
{
// generate the buffer
Gl.glGenBuffersARB( 1, out bufferID );
if ( bufferID == 0 )
throw new Exception( "Cannot create GL index buffer" );
Gl.glBindBufferARB( Gl.GL_ELEMENT_ARRAY_BUFFER_ARB, bufferID );
// initialize this buffer. we dont have data yet tho
Gl.glBufferDataARB(
Gl.GL_ELEMENT_ARRAY_BUFFER_ARB,
new IntPtr( sizeInBytes ),
IntPtr.Zero,
GLHelper.ConvertEnum( usage ) ); // TAO 2.0
//Gl.glBufferDataARB(
// Gl.GL_ELEMENT_ARRAY_BUFFER_ARB,
// sizeInBytes,
// IntPtr.Zero,
// GLHelper.ConvertEnum( usage ) );
}